FOREWORD ACKNOWLEDGEMENTS
Authors of the volume
CHAPTER 1 – SUMMARY
Keep on playing, keep on growing: from Volume 1 to Volume 2 …
The DCE framework and its relevance to video games
Overview of the contributions
Cross-cutting themes
Looking at the horizon: research and policy agendas
References
CHAPTER 2 – CREATIVITY, VIDEO GAMES AND LEARNING
What is the connection between video games and creativity?
Case study 1. Video games and Shakespeare
Case study 2. Video games, identities and global cultures
Endpiece: creativity, learning, citizenship and video game design
Highlights of the contribution
Ludography
References
CHAPTER 3 – VIDEO GAMES AND “WELL-BEING”
Introduction
Navigating the digital landscape: video games, well-being and digital citizenship
Examples of conceptual, theoretical and methodological influences
Processes involved in targeting a generic model on well-being from video game interventions
Integrating well-being into game design: principles and future directions
Purposeful design
Discussion and conclusions
Highlights of the contribution
Ludography
References
CHAPTER 4 – FROM PIXELS TO PLANET: EDUCATING FOR SUSTAINABLE DEVELOPMENT THROUGH VIDEO GAMES
Introduction – The journey of sustainable development education
Ecogames and sustainability education
The case study: the Climate Hero campaign
Playing sustainable development: key findings from the Venice virtual map
Learning from the case study
Highlights of the contribution
Ludography
References
CHAPTER 5 – NAVIGATING CROSSINGS: MIGRANCY, REFUGEES AND CITIZENSHIP IN VIDEO GAMES
Why should we think about citizenship and migrancy in games?
Refugee narratives in games
The three waves of refugee games
Playable auto-documentary in Path Out
Reconstructing escape with Bury Me, My Love
Settlement and family reunion in 21 Days
Citizenship and Brexit in Not Tonight
Conclusions
Highlights of the contribution
Ludography
References
CHAPTER 6 – GENDER IN VIDEO GAME CULTURES
Introduction
What do we mean when we talk about gender in game cultures?
A boys’ club?
Representation matters
Opportunities for resistance and empowerment
Actions advancing gender equality
Summary
Highlights of the contribution
Ludography
References
CHAPTER 7 – FROM PLAYERS TO ACTIVE CITIZENS: CIVIC EDUCATION THROUGH VIDEO GAMES
Introduction
Games as tools of formal civic education
Games as tools of informal civic education
Dangers and ethical considerations
Conclusion – How to responsibly use games in civic education?
Highlights of the contribution
Ludography
References
CHAPTER 8 – VIDEO GAMES AND CONSUMER AWARENESS
Introduction
Today’s economic models
Blockchain-based games, crypto games, play-to-earn games
Conclusion – Games and economic education
Highlights of the contribution
Ludography
References
CHAPTER 9 – GAMING DISORDER: A HISTORY OF AN ECOLOGICAL NICHE
Introduction
1980s to 1990s – Identification
1990s to 2000s – Measurement
2000s to 2010s – Formalisation
2010s to 2020s – Treatments
Transient mental illness in an ecological niche
Conclusions
Highlights of the contribution
References